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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series

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  #11  
Old 01-31-2014, 04:07 PM
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camelotcrusade camelotcrusade is offline
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Originally Posted by Mandea View Post
One question: are the fights more varied or are they the same as WotN?
I can only speak to the first island, and those fights are between vikings, animals, undead, spiders and snakes. Most groups had slight to moderate variations in composition. The story makes an effort to include each of these types in the narrative, so it's possible we'll see more enemy variety when story opens up later.

As for your team, I had 8 or 9 non-viking units available - more if you count variations from opening eggs and reloading. There is also an early quest to unlock a supply of higher-level viking units to spice up your army (you can pick a maiden, jarl, or soothsayer), plus there's the new Mystic to try. Reading its abilities hints at letting us finally recruit undead later on (it has tolerance) so cross your fingers.

Edit - woot, The first ghost ship has undead in it! Yay! It's not enough to field an army, but it's a start. I had 13 pirate ghosts and 40 undead spiders for sale.

With all of that together I had a good time on the first island and my finishing army was nothing like the one i started with. So is it crazy different? No? Was it fun? It was for me.

Last edited by camelotcrusade; 01-31-2014 at 09:38 PM. Reason: i edit everything
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  #12  
Old 01-31-2014, 10:15 PM
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Zhuangzi Zhuangzi is offline
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Quote:
Originally Posted by camelotcrusade View Post
I can only speak to the first island, and those fights are between vikings, animals, undead, spiders and snakes. Most groups had slight to moderate variations in composition. The story makes an effort to include each of these types in the narrative, so it's possible we'll see more enemy variety when story opens up later.

As for your team, I had 8 or 9 non-viking units available - more if you count variations from opening eggs and reloading. There is also an early quest to unlock a supply of higher-level viking units to spice up your army (you can pick a maiden, jarl, or soothsayer), plus there's the new Mystic to try. Reading its abilities hints at letting us finally recruit undead later on (it has tolerance) so cross your fingers.

Edit - woot, The first ghost ship has undead in it! Yay! It's not enough to field an army, but it's a start. I had 13 pirate ghosts and 40 undead spiders for sale.

With all of that together I had a good time on the first island and my finishing army was nothing like the one i started with. So is it crazy different? No? Was it fun? It was for me.
For me the biggest positive difference out of that lot is the combat experience for troops. That sounds like a great idea. I like Ancient/Polar Bears so I'm happy to see them get some new abilities too. I've only just started (still level 1!) but I'm having fun so far.
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  #13  
Old 01-31-2014, 10:46 PM
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Originally Posted by Zhuangzi View Post
For me the biggest positive difference out of that lot is the combat experience for troops. That sounds like a great idea. I like Ancient/Polar Bears so I'm happy to see them get some new abilities too. I've only just started (still level 1!) but I'm having fun so far.
Yep that's neat. It also makes me agonize over the lack of garrisons, though. I got this stack of level 4 soothsayers that is too small (3/5) and if I destroy them I am not sure if new stacks will carryover their xp. Hmm. I better test it.

GOOD NEWS... I completely destroyed every axe thrower I had and bought fresh ones. They came in at level 4. So you get to keep the xp, phew.

For more good news, I have just discovered dwarves have new alcohol related abilities, bottle of rum, dwarven beer, etc. It makes them drunk but unlocks new abilities... and watch out when it wears off, they can fall asleep.
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  #14  
Old 02-03-2014, 10:00 PM
sethmage sethmage is offline
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Hi there
I see the regulars are back.

I for one am in support of later flying access, reminds me more of AP/CW, just finished the starting 4 islands. Getting higher end units on the beginning makes easier start without question.

So far, Book of Evil didn’t find worthy adversary.
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  #15  
Old 02-03-2014, 10:04 PM
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The problem with WoTN early on is that you are stuck on those first islands (similar to AP, I know) but more importantly you are more or less forced to use Viking units and most of the enemy stacks are undead based. The good news is that they've definitely improved the Vikings, especially with the addition of the Mystics who can cause havoc in enemy ranks. I'm playing Impossible Mage and I'm finding it quite easy to defeat Very Hard stacks with a combination of Level 3 Trap, Christa's Gift, Mystic and Soothsayer abilities and finally Berserkers, Vikings and Warrior Maidens to mop up.

That second island, Vestlig, is still quite boring though.
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  #16  
Old 02-03-2014, 10:11 PM
sethmage sethmage is offline
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Quick question, since the gold now is not in the millions; did anybody get to the point of buying fights in the inn? How much are they now?
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  #17  
Old 02-04-2014, 02:51 AM
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camelotcrusade camelotcrusade is offline
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I haven't gotten to the fight buying part yet, but I did want to share a new unit: The Contemplator. It's a beholder-type unit that is level 4 and has strange new abilities. It accumulates energy each turn, and when it has enough energy its abilities do extra things. Normally it's an archer with magic damage.

The abilities: First it can shoot a beam of fire that hits everything through a straight line. If he has enough energy, it does 50% more damage and can cause burning. Second, it can cause an energy pulse that does damage out to three squares from his body. If he has enough energy it can also push back and stun weaker and it does 50% more damage. Finally, it can enter a fighting trance to do 50% more damage with its regular attack, but it can't use skills if it does that. If he has max energy when he uses the trance, his shot gains a 60% chance to hypnotize () units it hits for 1 turns (levels 1-4 only).
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  #18  
Old 02-04-2014, 05:30 AM
Fatt_Shade Fatt_Shade is offline
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Quote:
Originally Posted by camelotcrusade View Post
The Contemplator. It's a beholder-type unit that is level 4 and has strange new abilities. It accumulates energy each turn, and when it has enough energy its abilities do extra things. Normally it's an archer with magic damage.

I`m sorry to break bubble about `new` things in this mod, but almost all of it was already done and played in red sands back in 2010 (3,5 years is allot of time in digital world). Devs should be ashamed for using that material and calling this Ice/Fire new DLS for half-assed job WotN from last year. Not impressed by far with it.
The Contemplator = Mistik from Red sands
Code:
main {
  class=chesspiece
  model=mistik.bma
  cullcat=0
}
arena_params {
  features_label=cpi_mistik_feat
  features_hints=soars_header/soars_hint,shot_header/shot_hint,mistik_hypnosis_header/mistik_hypnosis_hint,underground_header/underground_hint,mind_immunity_header/mind_immunity_hint,no_melee_header/no_melee_hint,mistik_runic_feature_header/mistik_runic_feature_hint
  race=neutral
  cost=1090
  level=4
  leadership=340
  attack=20
  defense=28
  defenseup=4
  initiative=5
  speed=3
  hitpoint=150
  krit=12
  movetype=1
  hitback=1
  hitbackprotect=0
  //each_turn_script=mistik_each_turn
  attacks=moveattack,ray,impulse,mistik_trance,vektor
  features=shot,mind_immunitet,nonecro,mage,multy_eye,night_vision,special_attacks
  posthitmaster=mistik_posthitmaster
  resistances {
    physical=0
    poison=0
    magic=20
    fire=0
  }
  moveattack {
    group=1,1
    showdmg=1
    nonextifenemy=1
    base_attack=1
    ad_factor=1
    damage {
      physical=6,10
    }
    custom_params {
      sleep=0
      dod=no
      duration=0
      special=0
      holy=150
      level=0
      vamp=1
      dread=200
      halflife=0
      rabid=0
      burn=40
    }
  }
  ray {
    group=1,2
    class=scripted
    ad_factor=1
    showdmg=1
    mindist=1
    base_attack=1
    script_attack=mistik_ray_attack
    script_calccells=calccells_all_enemy_actors_takes_damage
    distance=7
    penalty=.5
    damage {
      magic=6,10
    }
    custom_params {
      sleep=50
      dod=no
      duration=1
      special=1
      level=4
      vamp=0
      halflife=0
      rabid=0
      throw_attack=1
    }
  }
  impulse {
    class=scripted
    hinthead=mistik_impulse_head
    hint=mistik_impulse_hint
    reload=4
    ad_factor=1
    script_attack=mistik_impulse_attack
    script_calccells=
    attack_cursor=
    picture=ba1_mistik_impulse_
    picture_small=ba1_mistik_impulse_small.png
    custom_params {
      level=4
      typedmg=magic
      nomiss=1
      nothorns=1
      dam=8-12
      amp=10
      special=0
      sleep=0
      vamp=0
      halflife=0
      rune=might
      talent=1
      rabid=100
      duration=1
      dist=3
      tars_available=3
      mass_attack=1
	  atk_type=cast
    }
  }
  mistik_trance {
  	class=scripted
  	script_calccells=
    script_attack=special_mistik_battle_trance
    endmove=0
    picture=ba1_mistik_battle_trance_
    picture_small=ba1_mistik_battle_trance_small.png
    reload=4
    hinthead=mistik_trance_head
    hint=mistik_trance_hint
    custom_params {
      duration=2
      power=100 //%
      penalty=50 //%
      type=bonus
      rune=mind
      talent=1
      burn=40
  	}
  }
  vektor {
    class=scripted
    ad_factor=1
    showdmg=1
    script_attack=mistik_vektor_attack
    script_calccells=mistik_vektor_selcells
    script_filter=mistik_vektor_filter
    script_highlight=mistik_vektor_highlight
    picture=ba1_mistik_vektor_
    picture_small=ba1_mistik_vektor_small.png
    hinthead=mistik_vektor_head
    hint=mistik_vektor_hint
    reload=4
    distance=100
    attack_cursor=archer_arrow
    hint_gen_script=mass_attack_hint_gen
    custom_params {
      sleep=0
      dod=no
      duration=2
      power=15
      special=0
      holy=150
      level=0
      vamp=0
      typedmg=astral
      nomiss=0
      nothorns=1
      dam=7-15
      halflife=30
      rune=magic
      talent=1
      rabid=0
      atk_hint=railgun
      tars_available=3
      mass_attack=1
	  atk_type=cast
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  #19  
Old 02-04-2014, 10:08 AM
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Zhuangzi Zhuangzi is offline
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Okay, I never played Red Sands so it'll be new to me at least
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  #20  
Old 02-04-2014, 12:16 PM
Darkeonz Darkeonz is offline
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I am still disappointed in this DCL. I mean it improves warriors of the north a little bit, but it is still a drag to finish the game as I have come to the main land. And the dcl cost 9 euro or so. I really think they need to move on and work on a King's Bounty 2 for their next release. New graphics, some new concepts, new races (instead of everything being reskinned). Seriously the reskinning of units is driving me ♥♥♥♥ing nuts! Why can't they come up with some new unique races/units rather that doing Snow Elves, Necro Lizards. Sure there were viking units, and that was all fine. But they need to do more.

They could add a fourth skill tree for king's bounty 2. Maybe some sort of economical/diplomatic skill tree that gave some unique advantages. Why not have a king's bounty 2 where you got your own city where you could build some buildings that would give you certain advantages. Doesn't have to be like heroes of migtht and magic. Actually I do not want it to be like that at all, and the buildings should not work anything like in heroes. There are many areas in which they could improve. The camera could be improved a lot as well. I mean claiming that there are 20 new units when they are all reskinned units, is silly! I mean wtf? it is ridiculous. It feels like they are happy doing mediocre work and getting as much money for that as possible.

Another thing that frustrated me is that there are valkyries instead of companions. If they had been innovative they would have had both. The 4 items that you could put on a companion was great. It gave you a much wider range on artifact combinations. In WOTN you pretty much have to use the 4 artifacts that completes a set. And everybody gets it!! so those slots are filled and it is very limited what you can do when hunting for artifacts. I like what the valkyries does, but it should have replaced companions. It feels like every expansion of this game replaces things rather then expands.

I love independent units which does not belong to a race. Have more of those!

Last edited by Darkeonz; 02-04-2014 at 12:22 PM.
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